Magical Ammunition

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Certain spells connect to better to cartridges as opposed to shells. The price is added on top of the base cartridge or shell, and can be added to the refilling of a cartridge or shell.

Enchanted Ammo

Munitions that are enchanted, don’t necessarily count towards being a magical attack in terms of getting around Damage Immunity or Reduction. Anytime Damage is effected in either value or damage type, then it is considered a magical attack.

Magic Attack: Some ammo is imbued with enough magic to consider the attack magical, while other’s simply seem guided by the magic. A magic attack can be stopped with a counter spell, while non-magic attacks simply lose the enchantment and act as regular munitions for the attack if counter spelled.

Enchanting Ammo

Spell Requirements: You need to expend a spell two times to imbue ammo with the spell, Cantrips can always be imbued.
Save: If the munition you’re enchanting has a spell save, you must use your own Spell Save DC instead of the one listed.
Cost: You also need the proper materials to contain the spell in the bullet or pellets, costing you 20 gp per spell level used, Cantrips are counted as level 1 spells for cost.
Time: It takes 30 minutes to imbue a single bullet, it’s considered non-intensive enough that it can be done during a long rest as long as you aren’t sleeping.

Magic Ammunition only loses it’s magic on usage, there is no time limit on how long the ammo remains imbued.

Spell Attack & Saves

Since you’re wielding both spell and weapon, you use the spell’s casting class attribute (for those with multiple you can use any).

Saves are set at purchase/creation. Depending on the spell casters level. All ammo is assumed to be made by low level individuals unless denoted otherwise. It is usually better to enchant ammo yourself to gain the bonus.

Expending Magical Ammo

Due to the magic stored in the ammunition, any cartridge used will be destroyed on use of magical ammunition, and can not be reused.

Enchanted Shells

Dragons Breathe Shell

Spell: Burning Hands (Level 2)
Cost: + 50 gp.
Magic Attack: Yes.
Effect: Damage is replaced with 4d6 fire damage in a 15 ft cone, with a Dexterity Save DC 13 to half damage.

Thunder Shells

Spell: Thunderwave (Level 2)
Cost: + 50 gp.
Magic Attack: Yes.
Effect: Damage is replaced with 3d8 thunder damage in a 15 ft cone, Constitution DC 13 to prevent being pushed back 15 ft.

Web Shot Shells

Spell: Web (Level 2)
Cost: + 50 gp.
Magic Attack: No.
Effect: Deals no damage. Target becomes the center point for a 20ft square of webbing, which is considered difficult terrain and lightly obscuring. Webs must connect with either walls or floor and ceiling, if the webbing can’t make a connection it simply evaporates.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
h5. Freezing Shells

Spell: Cone of Cold (Level 6)
Cost: + 250 gp.
Magic Attack: Yes.
Effect: Damage is replaced with 9d8 Cold Damage in a 60 ft cone, Constitution DC 17 to half damage. Any creature killed by this becomes a frozen status until thawed.

Blinding Shell

Spell: Blindness/Deafness (Level 3)
Cost: + 80 gp.
Magic Attack: No.
Effect: Deal damage as normal, except target makes a Constitution Save DC 14 or become blind for a minute. At the end of each of the targets turn they can attempt the constitution save again.

Shell of Opening

Spell: Knock (Level 3)
Cost: + 80 gp.
Magic Attack: Yes.
Effect: Deal no damage, but open one door, lock, box, chest, or set of manacles. Suppresses Arcane Lock spell for 10 minutes. Still makes the loud sound any gun does, can be heard 300 ft away.

Fire Pellet Shells

Spell: Scorching Ray (Level 3)
Cost: + 100 gp.
Magic Attack: Yes.
Effect: Create four rays of fire that are launched at selected targets within max weapon range. Make a ranged attack for each ray. On a hit, the target takes 2d6 fire damage.

Enchanted Cartridges

Radiant Cartridge

Spell: Sacred Flame (Cantrip)
Cost: + 10 gp.
Magic Attack: Yes.
Effect: Attack damage becomes Radiant, allowing it to deal damage those resistant to piercing damage. At Fifth level you can expend 2 level 1 spell slots to add another die of damage to the attack, (2d6 damage becomes 3d6, 2d8 becomes 3d8).

Snipers Cartridge

Spell: True Strike (Cantrip)
Cost: + 25 gp.
Magic Attack: No.
Effect: Gain advantage on the attack.

Mocking Cartridge

Spell: Vicious Mockery (Cantrip)
Cost: +25 gp.
Magic Attack: No.
Effect: Deal damage as normal, and target makes a Wisdom Save DC 13, failure results in 1d4 psychic damage, and have disadvantage on the next attack roll it makes before the end of it’s next turn.

Faerie Fire Cartridge

Spell: Faerie Fire (Level 2)
Cost: + 50 gp.
Magic Attack: No.
Effect: Deal damage as normal, and target makes a Dexterity Save DC 14, failure results in the target glowing violet with a 10 ft radius, and granting advantage to anyone attacking them for a minute. Target can’t benefit from being invisible.

Sleeper Cartridge

Spell: Sleep (Level 2)
Cost: + 50 gp.
Magic Attack: No.
Effect: Roll 8d8, if target would be reduced to 0 by that amount of damage they fall asleep, and can be roused by taking damage, being shaken or slapped.

Silencing Shot Cartridge

Spell: Silence (Level 3)
Cost: + 80 gp.
Magic Attack: No.
Effect: Target is silenced, deafened, becomes immune to thunder damage, and can not cast spells with Verbal components for the duration of 1 minute.

Explosive Cartridge

Spell: Fireball (Level 3)
Cost: + 160 gp.
Magic Attack: No.
Effect: Damage is replaced with a 20ft radius explosion that deals 8d6 damage, half if the Dexterity Save DC 14 is made.

Dispel Magic Cartridge

Spell: Dispel Magic (Level 4)
Cost: + 120 gp.
Magic Attack: No.
Effect: Make a ranged attack against the spell, DC equal to 10 + spell level. On a success spell ends. (Unlike Dispel Magic, there are no automatic dispels)

Magical Ammunition

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